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Coga19000

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Everything posted by Coga19000

  1. I'm using a DTS-M1. Our at least, that's what I remember the deployable dish with the retrangular stowed shape to be. And I haven't tested them thoroughly enough to be sure (my communication network only has two prints at present), but it seems (from a couple of uplink loss at critical moments of my flights) that there is not a cone at all (testing with Communotron-16s on the receiver craft). It is for sure that I cannot see it at the map view. So, this config with Kerbin Side will have you connected to the KSC regardless of the station you attach it to, or it creates more "Mission Control" options? As for the fact that I could just edit the big dish, that's actually right. However, I would really love to have it as another step in the tech tree, with more cost, bigger size etc. And I'm terrible at modeling.
  2. Ohhhh, they are meant for the Kerbal Attachment System. Hadn't thought of that.
  3. I see. Then, I am completely fine! I'll download when I return from school. Keep up the good work
  4. So, they exist in the code, but are not activated by default?
  5. Well, what I meant is, is it actually worth it to have both at once, or I'll just end up with a bunch of almost duplicate contracts?
  6. Started with Remote Tech, progressed to Remote Tech 2 and now back to Remote Tech? Damn, you're indecicive. But that doesn't stop you from making great mods I do have a problem, though; when I point a dish towards a planet (say, Kerbin), it fails to project a cone of influence. At best, it points directly towards the KSC if into range. Also, what about Kerbin Side ground stations? Do they also provide a connection uplink to satellites in range? And finally (I know I'm asking for something improbable to happen), could you create a truly giant antenna with a range at the range of AUs, so I can have a reliable uplink when traveling interstellar distances in Kerbal Universe 2: Physics?
  7. That's a very nice shuttle construction or you got us here. And that Boran sure looks gorgeous... Yeah, people, I prefer the Russian ripoff of the Space Shuttle, because it is bigger, it has a greater cargo hold thereof, and it is also bigger . Get over it. ... did I mention it is bigger? Anyways, what bus me is the service vehicles. If none of them is large enough to transfer the Shuttle, what's the point? (other than getting a pretty nice helicopter to fly around with)
  8. That's a pretty nice mod you have there, I might say! Is it possible to conduct aerial surveys on other planets with atmospheres other that Kerbin? Haven't gotten this far in my career to find out by myself.
  9. Well, is that an interesting and well -thought mod indeed. However, is it Fine Print -compatible, or is each going to make the other obsolete?
  10. By far the godliest mod of all time. If only I had enough memory to use it.. I do have a small objection, though ; the way current Alcubierre Drives work in your mod is very different to how they should in terms of size. The toroidal warp bubble the proposed drive used meant that it had to be with at least as big a. radius as the rest of the ship, and some more, so it could actually be contained within the torus bounds. In many Interstellar so designs, it's not uncommon to see huge ships with a measly ring at a corner, and it really doesn't make sense. If you don't want to add a crapload of parts just for the different sizes, you could use a procedural approach, like the Procedural Fairings mod. Also, integration to the tech tree would mean that, even if they reached that far into the tree, they would need to advance further for their success to be able to accommodate something practically (or unpractically- where the problem is most obvious ) large in them. Also, an Alcubierre drive requires at least two warp rings, almost at the edges of the ship -once again, because of its own nature. However, I'm willing to gloss over them, for they may be way too tedious to both add and use. Overall, your mod is smack -dab on the list of unrealistic (but also scientifically plausible) stuff I want in KSP, plus quite a lot of the realistic ones (though I can assure you that a Capacitor part or two could really help those who actually can play with this mod) I have nothing more to say, other than keep just at that pace
  11. Well, now that the hate had subsided into actual advice, I'll actually start taking your replies into consideration. And well, it does look that you're right. I don't have enough time to answer properly to each reply, for all of you have given some undeniable advice. And therefore, I will put the project on hold for now. I did get the motivation I needed, so thanks to everyone giving me a thumbs up on Go Flight
  12. Good Lord, you're not nearly an new to the game as I thought. Well, we shoul dbeter discuss this in Skype. However, I'll publicly say this: that is just an array of progressive features, not all will be pulled of a tthe same time. Start off by disposing of parts without explosions, then geting good detaching, deformation, etc. We don't need to find the most efficient execution by the firs time too; sometimes, those things can -and should- work on a trial-and-error policy. Edit :whoops, I accidentally refused your request. I have resent you one.
  13. Yeah, kinda. It's a self-teaching school you may say, but yes, it qualifies as a school... sorta. And the irs tmod will be tied to knock-off FX, but there's actually more into it. I'm talking about parts spliting in half, toroidal objects imploding or simply squashing into themselves, fuel tanks having variable explosions depending on their amount of fuel, and other crash FX. Everything but that thing where even winglets explode on contact. And nope, no active experience in any of those. I can easily understand the theory behind them, but not actually knowing those... yet. I can see you points. I myself know many people who failed miserably at modding, and this is why I want to both not end up like this and help others on my way. And as for patience, I don't worry about myself. Even trying to withhold the torrent of negativity towards a sincere try is not really stretching my limits. Anyways, thank you for shedding a light in the darkness for others to see. FOr the short term, the exact opposite. I'm assembling a pack of INexperienced modders, who will eventually become experienced. WHether we will late ron help others advance the same way is not sure, though I would like to do so myself. No hard felings, dude. YOu were not he firs tone to misunderstand my intentions. Okay, it sem slike the negative comments have subsided. Now, it would be a good time to ask whethee any of you would actually want to join the KRASH Project, or know someone else who would be interested.
  14. Well, that's better. Yes, I do feel I can do prety good work as a manager (which is not the only thing I will do), and I don't matter with steep hillsides; I will surpass all difficulties. As for properly organising the team, I got them covered. I think I have already said (in the "Research Crew" list), that as the lead manger of the team, I will do -or at least learn how to do- EVERYTHING in a small scale. Beause yeah, I admit -multiple times- that I have no idea about modding, but I will learn. This is the purpose of this, after all. It's relevant for me. In my age and with my schedule, it is easy to sidetrack long enough to lose interest , and when that happens, I want to know there will be poeple to push me to continue, because they want me to complete what I started. *sign* *facepalms* *headbutts the monitor* I'm tired of saying the same thing over and over, so for the last time: THIS IS NOT A BLOODY IDEA MOD. I'm not searching for experienced moders to do the work for me, I'm searching for inexperienced wanna-be modders (in a good sort of way) so we can all learn together how to accomplish something. My ideas are merely some solid ground to start at, instea dof wandering around with no set target. Of course, we still would appreciate help from experienced moders, but in the form of advise and support, not just coding out our ideas for us.
  15. First of all, let me express th efact that I feel extemely insulted for neing compared with such a guy. Yes, currently, I'm nothing more than a guy with a dream, a passion for programming (or learning how to o so), a bunch of fleshed-out ideas and a trusty 15-year-old computer hat is able to play Minecraft, KSP, and run Unity, GIMP and Blender. But in the end of the day, isn't that all a man needs to change the world? And I'm sure I'm not the only one in the exact same position. I want poeple like htose to follow me, so we can all, eventually, after hard work, find a place under the Kerbol. On the other hand, there are all those successful modders who also ,once upon a while, where in the same place, and may be willingful to push us through the other end of the tunnel. Yes, we're pretty much just a dream right now, but all you need for reality is a dream you'll want to make reality. And I do love the wole proccess of learning and trying new stuff, until I finally succeed. Howeve,r I'm nly 16 years old, and there are so many things to take care of with my life, it's easy to get disracted for long enough to lose that passion -and that's usually something not easily retrieved. I need a sense of purpose, a sense of responsibility; I need to know that thee will be people who will long for my work, who will support me when it hard for me to continue for whatever reason, who will show me that someone cares for when my mod is out. Is it a sign of laziness for a person to ask for that? Thnx for the good spirit, Night. I already told you, we will see who can do what when we expand a bit. And yet, noone restrics you into not learning how to do other stuff too. As for division of labour, until we ge tenough members to actually divide work, well, you will be doing everything. As will everyone else in the team, though, and especially me, so don't you worry. (would you mind telling me whee I can find the team? I quess they will not be very successful, and maybe I can fish out some acually productive members)
  16. Simple enough, I got some ideas for mods, and no experience. SO I assemble a team of other rookies and some experienced modders and start actually making th emods as a small development team while learnign how to program at parallel.
  17. Perfect then, we got our first member! No, it doesn't matter that you're inexperienced. The opposite, actually -a great percentage of the crew (including me) will be ranging from amateurs to newbies, so we will all travel in the same boat together! However, as we're still way too few, I won't assign you to a position yet. If you would like to PM me for a cerain part of the modding experience you would want to practice with us upon, or just brainstorm me with ideas, I'll be all ears. I sincerely thank you good sir for volunteering. No matter if this project is made mostly for starters who want a kickstar, I'm sure we'll not go anywhere without a couple of people who actually know where we're heading at But still, you got me a litle confused. DO you want to just support us generally, or actually participate in the roster?
  18. The K.R.A.S.H Project (Kerbal Research on the Adressing of Safety Hazards) "Nothing goes boom unless we decide it goes boom." I have been trying or an unbelievable amount of time to start modding for a variety of video games. However, I was unable to grasp on one idea )or even a video game) for long enough to actually get it running. This happened for a variety of reasons, but I finally found the most important one: I was always running down the road alone. I had no motivation, no support, no sense of responsibility. This time, that I found KSP, I have decided to not let this happen again. This time, I'll make my ideas true. So, this is my first try: The KRASH Project. It is actually meant to be a variety of mods, whih will initially revolve around the main concept described to the name. It's gonna start with working out actual kinetic energy deconstruction and stop literally everything from exploding on contact, then start making things actually meant to explode (yes you missile lovers, I'm looking at you), then branch to many different categories. Of course, I'm not just presenting my ideas here. I'm sure that there are other wanna-be modders out there, waiting for a way to fullfill their dream. We can get through this together. Or maybe you're just a veteran modder who gets intrigued by the ideas we will slowly present and develop here, and wants to lend a hand. Or even yet, you may be just a loyal space explorer, who wants to fill what he thinks of as gaps in the gameplay and brainstorm us with fresh ideas, or criticise constructively our ideas as they gradually come to life. Or just show us your support (spiritually, of course; no donations -yet ) Current Research Crew: Coga19000 (Me) Assigned Role: General Reseach Leader (keeps track of everything in the KRASH Project) Field of Study: Omnipotential (will do whatever is needed) Night Lone Assigned Role: Not assigned yet SpannerMonkey Assigned Role: Pending recruitment
  19. How can I only use the Skillful Weapons? I love the mod as a whole, but I suspect that the Skillful Damage Module is trying really hard to brain.... my computer.
  20. Oh. I idn't know that. As I said, I'm no going to donload Interstellar for as long as I need my computer unexploded. However, maybe I'll check out Near Future.
  21. That's for a Planetary Station. I'm talking about an ORBITAL station. Well, I'm in Career, so I try to not put stuff into orbit for no profit. Even though yeah, stations can be badass if built correctly. I told you I already have this. *sign* I... also... have this. And it's for satellites other than stations. Whoops. That was a stupid mistake. Well, those are good ones. Though I already have Station Science.
  22. I already told you, I already have Station Science mod. It's good, but doesn't completely fullfill me. Well, maybe I simply haven't advanced enough.
  23. One thing that bugs me with KSP is that it generally has no use for any type of orbiting. Well, of course you have to orbit planets for Science and such, but other than that, what can you do with permanently orbiting a celestial body? Useless satellites? Space stations that in truth do nothing but supply fuel?? Therefore, I have started trying to find use for them via mods. I have mostly fullfilled my desire for satellite mods for now (Remote Tech 2, SCANSat), but I'm still empty on space station mods. Station Science is okay, but I want even more. Interstellar is something I would love, but my ancient computer would hate. Orbital Kolonization is really realistic and cool as heck, but it does not really let me progress too much. So, anyone up with some good mods for space stations?
  24. I do doubt that the air trapped into the intake is really enough to combust the fuel long enough for the engine to provide sufficient thrust for raising the apoapsis abovethe atmosphere.
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